electric bamboo sounds like a block you use to defend your base but then they would have to introduce actual electric which then makes redstone kinda pointless and what theme would that fit in
Beds should allow you to place any combination of wool colors and wood planks in the crafting grid to get a bed, and its coloration should be dependent on what you put in:
The leftmost wool piece should determine the pillow color, the middle piece should determine the sheet color, and the rightmost piece should determine the blanket color.
The leftmost wood plank should determine the headboard texture (btw add headboards onto beds), the middle plank should determine the underboard texture, and the rightmost plank should determine the texture of the legs of the bed.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
Maybe more critters in the ocean. The ambience in the oceans is already very nice (especially compared to how it used to be), but having little crabs scuttling around, for instance, would make it feel even more alive.
I had a cool set of ideas related to this. I was picturing having crabs as a neutral mob appearing in the ocean near shore or islands. There could also be crabs sometimes lurking in sunken shipwrecks. I pictured having a rare shipwreck with treasure inside, but the single opening is guarded by a huge King Crab (a new boss mob), or a coral maze with a treasure chamber at the end guarded also by a King Crab. King Crabs would be neutral and would push the player away if they get too close to the treasure chest, but would go hostile if the player opens the chest. When a King Crab goes hostile to the player, all nearby crabs are called to also attack the player.
A new biome type called Paradise, which spawns occasionally as tiny islands in the ocean, or around a water lake in the desert. In the desert, the biome would have a greatly increased spawn rate of savannah and desert passive mobs. In the ocean, the biome would spawn coconut crabs which are similar to sea crabs but remain on land most of the time (though they may go in water if they choose). In both cases, the Paradise biome contains palm trees. Most Paradise biomes are small like flower forests, but rarely they may be much larger and tend to merge with other hot biomes, especially jungles, savannahs, and plains. Island palms are coconut trees; they have coconuts hanging from them. Desert palms have bushes near them which contain pineapples.
The new crabs provide a better use of Bane of Arthropods, rather than the rare one-shotting of a weakling spider. Also, more bosses, more fruit, more biomes, more loot chests.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
New Nether biome: molten. It would have a landscape made of basalt, magma, and lava. It would spawn extra lava source blocks along whatever ceiling happens to be above it (even if that's another biome), and they would be mixed lava or basaltic floes. Some of the lava streams would be partially basaltic, leading to the lava spreading out around the basalt pole. Occasionally, the floe would have multiple layers of basalt, forming a giant basalt stalagmite covered in lava. The biome floor would be uneven, making it difficult to traverse but also preventing lava from spreading very far. This biome would not spawn any zombly piglins, and thus would spawn magma cubes far more often.
A temple will have a few traps or contraptions out of a wide pool, instead of automatically being the same every time. Additionally, the temples could be larger and make more use of their existing space. For example, when heading into a jungle temple, you could find a chest on the top floor, but the chest is a trapped chest that causes an arrow turret to pop up next to you. In the basement, instead of the conventional arrow traps, there are instead three dispensers in the ceiling with Redstone Rotators (Detailed later in the post) with the solid side facing toward you, but once you cross the tripwire they will rotate and drop lava into the hallway, blocking your quick exit, while an arrow trap opposite the chest opens fire on you.
Redstone Rotators
You can probably guess what these do. There are two varieties, clockwise and counterclockwise rotators. When activated, they will rotate the object they are facing by 90 degrees. For example, if there is a clockwise rotator below a dispenser facing East, the dispenser will be rotated to face South when the rotator is activated.
Better Golems
Golems are often highly ineffective at protecting villagers because they are too slow and too few. Instead of a few extremely powerful Iron Golems, the village will instead be populated with many smaller golems, of three varieties.
Wood Golem
The easiest and cheapest of the three. They have 30 HP and struggle to win a battle with more than one mob and will be torn apart during raids, but are very numerous
Archer Golem
This golem uses short-range ranged attacks to destroy invaders. It launches a burst of low-damage arrows which will often need to be restocked by fletchers, weapon smiths, or players. 15 HP but will often be protected by wood golems.
Stone Golem
Will only appear in larger villagers and will stick around areas with large amounts of beds and workstations. 50 HP, two could just about take down a ravager.
I would like to suggest that weapon based magic combat be introduced into the game, specifically in the form of a staff. It could be made with two sticks, and another block on top (Diamond tip would be better than iron, gold, and so on.) The top of the staff should be an entire block of resource, so it's not too easy to get. Like a block of diamond, block of emerald, block of gold, block of iron.
Perhaps this staff could have a new enchantment table with different types of spells and some of the older enchants. Maybe every time you used a spell, it would take some of your exp levels as a way to power your new weapon, and keep yourself continuing the game. This would open the path for a new enchantment that would allow the staff to take less exp from you per cast, let's call this enchantment "Wizardry." Wizardry would come in different levels like unbreaking, sweeping edge, sharpness, power, etc.
This examples are NOT limitations. I'm not saying only a diamond staff would be able to shoot fireballs, golden have shock, and iron have frost (I will recap and add all of my spell ideas below). I would like all staves to have the option, so the player can decide what type of magic they would like to use.
Perhaps some types of magic would be resisted by mobs due to their biomes. For example, Nether mobs would be resistant to fire damage, mobs in ice/snow biomes would be resistant to frost damage.
This staff would allow you to shoot a magic ability of your enchantment choosing, while still utilizing much of the already existing features. Of course the top block would determine durability, the power of enchantments, and such like it does in the game now. With the magic resistance feature, the player would still need to take the time to make a staff of every type to be the most efficient in the game.
NEW IDEA RECAP:
Weapon: Staff
Enchantment: Wizardry (multiple levels)
Spell Enchantments: Fireball (fire based), Shock (electricity based), Ice Shard (frost based), Hurricane (air based), Mud Slide (earth based, think launching a rock at someone), Tidal Wave (water based), Shadow Crash* (shadow spell, *requires an item from The End to cast every time, but does massive amounts of damage), Volcanic eruption* (Needs an item from the Nether to be cast, but does massive amounts of damage).
A tool that allows you to rotate the direction of redstone blocks (Pistons, sticky pistons, observers etc). So instead of having to come at your redstone contraption from a 360 degree angle, constantly switching, you could essentially build it from the bottom up. Would remove so much time waste building scaffolding, moving around, falling, etc. Modded have had it for 8+ years, why not vanilla minecraft as well?
Its about time Minecraft had a new Dimension to go to, or at least a Major cave update...I feel the game has not got enough ores and I also feel that there needs to be some new stronger bosses.
Add back implementations that were done and then removed as optional events from checkboxes in options. Or implement them in-game but as rare or random chance things.
Examples:
Phantoms in the End, but in smaller numbers and exploding a bed scares the existing ones off and resets your bed countdown.
Witches that are neutral in witch huts and in the dark wearing cawls, but they are random spawn and witches without cawls remain hostile
Illager patrols can appear randomly and in bigger groups, or with vindicators
Illusioners spawn in randomly on upper floors of mansions in rooms that are empty like double bedrooms or rooms that don't successfully randomly generate vindicators on the first floor, and ravagers show up in the fighting court rooms
Killer rabbits rarely spawn in the wild. Maybe instead put them in temples or something?
Giants have already been added back with AI and I think zombie horses too. Maybe make skelly horses more common in natural spawning? Having a zombie variant that's basically the same as skelly horsemen but with zombies and swords would be cool as well.
Add back Endermen being the only spawn and numerous to the forests in the Nether. You grind Blazes there, might as well grind Endermen too.
There should be blocks that have more than 15 light power, so that it would illuminate large areas with just one block. Maybe also add light blocks to other versions, with a larger variety of light levels.
The Wiki still says that they do not have an AI and do not naturally spawn under any conditions (then again, they have completely false information; "giants simultaneously require a light level greater than 11 and less than 8" which is simply not true as a code analysis would prove - the only reason why they don't spawn is because no biome has them on its list of mobs that can spawn in it, which is all I had to do to make them naturally spawn). Maybe you are confusing vanilla with my mention of them spawning in TMCW, which does have naturally spawning giants; I even updated them to the "new" AI system (Mojang removed the original AI system in 1.8, which was also why they were so bad at pathfinding):
public EntityGiantZombieTMCW(World par1World)
{
super(par1World);
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(2, new EntityAIMeleeAttack(this, EntityPlayer.class, 1.0D, false));
this.tasks.addTask(6, new EntityAIWander(this, 1.0D));
this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 16.0F));
this.tasks.addTask(7, new EntityAILookIdle(this));
this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));
this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));
As for other mobs, I've always thought it was dumb how Mojang adds mobs which never spawn, like killer rabbits, which naturally spawn in TMCW (and use the original bloody texture) but were nerfed so they aren't so overpowered (really, 8 damage from a rabbit when e.g. zombies deal only 3? Likewise, 50 damage from a giant is ridiculous; I reduced them to 4 and 10 respectively). I also prevent killer rabbits from spawning within 256 blocks of the world spawn point so newly spawned players are safe from them.
You grind Blazes there, might as well grind Endermen too.
Only if this means manually killing them:
protected void dropFewItems(boolean recentlyHit, int looting)
{
// Endermen are 5 times less likely to drop ender pearls when not killed by a player,
// and another factor of 5 times less likely if they are in the End or were spawned
// from a spawner (down to a 4% chance when not killed by a player).
float dropChance = (recentlyHit ? 1.0F : 0.2F);
if (this.worldObj.provider.dimensionId == 1 || this.spawnType == SPAWNER) dropChance *= 0.2F;
int id = this.getDropItemId();
if (id > 0)
{
for (int i = this.rand.nextInt(2 + looting); i > 0; --i)
{
if (this.rand.nextFloat() < dropChance) this.dropItem(id, 1);
}
}
}
That shows how much I abhor farming - you get only 1/5 the drop rate in the End or from spawners (dungeons can have Endermen spawners) and another 1/5 (as low as 1/25 total) if you don't kill them yourself (I did add them as a Nether spawn, along with many other mobs but they are as common as in the Overworld so I did not restrict them).
Creepers shouldn't be able to climb ladders. How is that even possible if they don't even have hands??
dont look at this
Full Support!
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
electric bamboo sounds like a block you use to defend your base but then they would have to introduce actual electric which then makes redstone kinda pointless and what theme would that fit in
Beds should allow you to place any combination of wool colors and wood planks in the crafting grid to get a bed, and its coloration should be dependent on what you put in:
The leftmost wool piece should determine the pillow color, the middle piece should determine the sheet color, and the rightmost piece should determine the blanket color.
The leftmost wood plank should determine the headboard texture (btw add headboards onto beds), the middle plank should determine the underboard texture, and the rightmost plank should determine the texture of the legs of the bed.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).Quote from Turbo_Soggy >>
I had a cool set of ideas related to this. I was picturing having crabs as a neutral mob appearing in the ocean near shore or islands. There could also be crabs sometimes lurking in sunken shipwrecks. I pictured having a rare shipwreck with treasure inside, but the single opening is guarded by a huge King Crab (a new boss mob), or a coral maze with a treasure chamber at the end guarded also by a King Crab. King Crabs would be neutral and would push the player away if they get too close to the treasure chest, but would go hostile if the player opens the chest. When a King Crab goes hostile to the player, all nearby crabs are called to also attack the player.
A new biome type called Paradise, which spawns occasionally as tiny islands in the ocean, or around a water lake in the desert. In the desert, the biome would have a greatly increased spawn rate of savannah and desert passive mobs. In the ocean, the biome would spawn coconut crabs which are similar to sea crabs but remain on land most of the time (though they may go in water if they choose). In both cases, the Paradise biome contains palm trees. Most Paradise biomes are small like flower forests, but rarely they may be much larger and tend to merge with other hot biomes, especially jungles, savannahs, and plains. Island palms are coconut trees; they have coconuts hanging from them. Desert palms have bushes near them which contain pineapples.
The new crabs provide a better use of Bane of Arthropods, rather than the rare one-shotting of a weakling spider. Also, more bosses, more fruit, more biomes, more loot chests.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).New Nether biome: molten. It would have a landscape made of basalt, magma, and lava. It would spawn extra lava source blocks along whatever ceiling happens to be above it (even if that's another biome), and they would be mixed lava or basaltic floes. Some of the lava streams would be partially basaltic, leading to the lava spreading out around the basalt pole. Occasionally, the floe would have multiple layers of basalt, forming a giant basalt stalagmite covered in lava. The biome floor would be uneven, making it difficult to traverse but also preventing lava from spreading very far. This biome would not spawn any zombly piglins, and thus would spawn magma cubes far more often.edit: Thanks Möjang for the Basalt Delta!!
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).It's amazing to me some of the tiny, extremely easy things that Mojang has consistently failed to implement over the years.
1. The dispenser sound effect can easily be changed to something less insufferably annoying than that grating "click".
2. Some simple connected textures for glass to avoid the annoying grid pattern is an easy fix and extremely overdue.
3. Automatically dropping player heads for every PVP kill is another easy change that would immensely enhance gameplay.
I often feel like Mojang is slacking / sleeping on some extremely obvious, easy and long overdue changes. Anyone else agree?
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
Randomly generated temples
A temple will have a few traps or contraptions out of a wide pool, instead of automatically being the same every time. Additionally, the temples could be larger and make more use of their existing space. For example, when heading into a jungle temple, you could find a chest on the top floor, but the chest is a trapped chest that causes an arrow turret to pop up next to you. In the basement, instead of the conventional arrow traps, there are instead three dispensers in the ceiling with Redstone Rotators (Detailed later in the post) with the solid side facing toward you, but once you cross the tripwire they will rotate and drop lava into the hallway, blocking your quick exit, while an arrow trap opposite the chest opens fire on you.
Redstone Rotators
You can probably guess what these do. There are two varieties, clockwise and counterclockwise rotators. When activated, they will rotate the object they are facing by 90 degrees. For example, if there is a clockwise rotator below a dispenser facing East, the dispenser will be rotated to face South when the rotator is activated.
Better Golems
Golems are often highly ineffective at protecting villagers because they are too slow and too few. Instead of a few extremely powerful Iron Golems, the village will instead be populated with many smaller golems, of three varieties.
Wood Golem
The easiest and cheapest of the three. They have 30 HP and struggle to win a battle with more than one mob and will be torn apart during raids, but are very numerous
Archer Golem
This golem uses short-range ranged attacks to destroy invaders. It launches a burst of low-damage arrows which will often need to be restocked by fletchers, weapon smiths, or players. 15 HP but will often be protected by wood golems.
Stone Golem
Will only appear in larger villagers and will stick around areas with large amounts of beds and workstations. 50 HP, two could just about take down a ravager.
I would like to suggest that weapon based magic combat be introduced into the game, specifically in the form of a staff. It could be made with two sticks, and another block on top (Diamond tip would be better than iron, gold, and so on.) The top of the staff should be an entire block of resource, so it's not too easy to get. Like a block of diamond, block of emerald, block of gold, block of iron.
Perhaps this staff could have a new enchantment table with different types of spells and some of the older enchants. Maybe every time you used a spell, it would take some of your exp levels as a way to power your new weapon, and keep yourself continuing the game. This would open the path for a new enchantment that would allow the staff to take less exp from you per cast, let's call this enchantment "Wizardry." Wizardry would come in different levels like unbreaking, sweeping edge, sharpness, power, etc.
Ex: Diamond Staff- Unbreaking Three, Mending, Fireball (new), Wizardry 5
Ex: Golden Staff- Unbreaking Three, Mending, Shock (new, electricity based ), Wizardry 3
Ex: Iron Staff- Unbreaking Three, Mending, Ice Shard (new, frost based)
This examples are NOT limitations. I'm not saying only a diamond staff would be able to shoot fireballs, golden have shock, and iron have frost (I will recap and add all of my spell ideas below). I would like all staves to have the option, so the player can decide what type of magic they would like to use.
Perhaps some types of magic would be resisted by mobs due to their biomes. For example, Nether mobs would be resistant to fire damage, mobs in ice/snow biomes would be resistant to frost damage.
This staff would allow you to shoot a magic ability of your enchantment choosing, while still utilizing much of the already existing features. Of course the top block would determine durability, the power of enchantments, and such like it does in the game now. With the magic resistance feature, the player would still need to take the time to make a staff of every type to be the most efficient in the game.
NEW IDEA RECAP:
Weapon: Staff
Enchantment: Wizardry (multiple levels)
Spell Enchantments: Fireball (fire based), Shock (electricity based), Ice Shard (frost based), Hurricane (air based), Mud Slide (earth based, think launching a rock at someone), Tidal Wave (water based), Shadow Crash* (shadow spell, *requires an item from The End to cast every time, but does massive amounts of damage), Volcanic eruption* (Needs an item from the Nether to be cast, but does massive amounts of damage).
Ambient sounds for the overworld (wind, rustling leaves, etc.) and a reworking of block sounds, since they are implementing this for the Nether.
What happened to the original thread?
http://www.oceanofgame.biz/
since Piglins are humanoid why not give them a camp/village or a place for settling? It should complete the Nether a little I guess
because you can almost find one structure in the Nether and that is the Fortress
so I guess we need a new one.
A tool that allows you to rotate the direction of redstone blocks (Pistons, sticky pistons, observers etc). So instead of having to come at your redstone contraption from a 360 degree angle, constantly switching, you could essentially build it from the bottom up. Would remove so much time waste building scaffolding, moving around, falling, etc. Modded have had it for 8+ years, why not vanilla minecraft as well?
we only have one structures in the Nether and that is the Nether Fortress what if we add more of them? I only have three Ideas
One: Ancient Crimson Temple
a temple which can be found in the new Nether biome Crimson Forest this temple should maybe have Gold or Netherite Ingots and Mob Spawners
Two: Ancient Warped Tower
a very huge and tall tower found in the Warped Forest this should be the "home" or "camp" for the Endermen found in the Warped Forest.
since the Warped Forest is a neutral place I decided to make the Tower neutral too.
It should have loot like Enderpearls
Three: Ancient Lava Pyramid
this Pyramid can be found in the middle of the lava ocean full of loot
(gold,netherite ingots, & items similarly found in the nether fortress)
It should just be like the Nether Fortress
with spawners and stuff.
Its about time Minecraft had a new Dimension to go to, or at least a Major cave update...I feel the game has not got enough ores and I also feel that there needs to be some new stronger bosses.
Moss:- A rare, yellow-tinted grass variant that can also grow on stone, ore, gravel, and sand.
Planetary travel
Chaostone
Whales and whalefalls
Add back implementations that were done and then removed as optional events from checkboxes in options. Or implement them in-game but as rare or random chance things.
Examples:
Phantoms in the End, but in smaller numbers and exploding a bed scares the existing ones off and resets your bed countdown.
Witches that are neutral in witch huts and in the dark wearing cawls, but they are random spawn and witches without cawls remain hostile
Illager patrols can appear randomly and in bigger groups, or with vindicators
Illusioners spawn in randomly on upper floors of mansions in rooms that are empty like double bedrooms or rooms that don't successfully randomly generate vindicators on the first floor, and ravagers show up in the fighting court rooms
Killer rabbits rarely spawn in the wild. Maybe instead put them in temples or something?
Giants have already been added back with AI and I think zombie horses too. Maybe make skelly horses more common in natural spawning? Having a zombie variant that's basically the same as skelly horsemen but with zombies and swords would be cool as well.
Add back Endermen being the only spawn and numerous to the forests in the Nether. You grind Blazes there, might as well grind Endermen too.
There should be blocks that have more than 15 light power, so that it would illuminate large areas with just one block. Maybe also add light blocks to other versions, with a larger variety of light levels.
Planetary travel
Chaostone
Whales and whalefalls
The Wiki still says that they do not have an AI and do not naturally spawn under any conditions (then again, they have completely false information; "giants simultaneously require a light level greater than 11 and less than 8" which is simply not true as a code analysis would prove - the only reason why they don't spawn is because no biome has them on its list of mobs that can spawn in it, which is all I had to do to make them naturally spawn). Maybe you are confusing vanilla with my mention of them spawning in TMCW, which does have naturally spawning giants; I even updated them to the "new" AI system (Mojang removed the original AI system in 1.8, which was also why they were so bad at pathfinding):
As for other mobs, I've always thought it was dumb how Mojang adds mobs which never spawn, like killer rabbits, which naturally spawn in TMCW (and use the original bloody texture) but were nerfed so they aren't so overpowered (really, 8 damage from a rabbit when e.g. zombies deal only 3? Likewise, 50 damage from a giant is ridiculous; I reduced them to 4 and 10 respectively). I also prevent killer rabbits from spawning within 256 blocks of the world spawn point so newly spawned players are safe from them.
Only if this means manually killing them:
That shows how much I abhor farming - you get only 1/5 the drop rate in the End or from spawners (dungeons can have Endermen spawners) and another 1/5 (as low as 1/25 total) if you don't kill them yourself (I did add them as a Nether spawn, along with many other mobs but they are as common as in the Overworld so I did not restrict them).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I don't play TMCW, sorry. But I agree on your ideas. Any opinions on neutral witches, illusioners, phantoms in the End, or balancing Drowned?